I made a fork, and now I also made a post about it. This is my post about it, now updated since this fork is actually a big enough deal to need a consolidated changelog ayy lmao.

VERY IMPORTANT STATEMENT ON DESIGN GOALSMy design goals are to make an incredibly tavern/crawl-irc fork and to incorporate a bunch of dank memes into it. You can expect:

Content removals galore. Less floors, less experience, less monsters, less items

dumb monster renames

dumb monster reworks

a more streamlined crawl experience, by which I mean it's shorter because I removed stuff

pain and death (I hope)

bugs that I can't figure out how to fix

incompetence

EXTREMELY COOL STUFF I HAVE DONE SO FAR

Unfeatures:

Food.

Curses.

Upstairs.

Identification.

Deep water and lava instakills. You can swim (slowly) through deep water and lava but cannot attack or cast spells. Lava will also damage you every turn.

Monsters using consumables.

Recasting buff spells over and over. A whole host of buff spells and all form spells have become "permabuffs" that reserve an amount of maximum mp that depends on their spell level and what your success rate would be. The effect continues until you choose to end it, you do something the spell is not compatible with (wear heavy armour with ozos for example), something drops your max mp below zero, or you equip something with the -cast property.

Most traps. Random traps are gone; some vault-placed ones still exist but will automatically reveal.

Player ghosts.

Carrying duplicate wands. They stack instead.

Carrying spellbooks in inventory. They're goldified, no longer taking up an inventory slot.

Blowguns. Needles of poison, curare, and frenzy live on as darts.

The out of depth clock. Monsters don't spawn over time except in abyss/on orbrun. More monsters spawn upon level generation to compensate.

The staves and long blades skills. Staves are merged into maces & flails, long blades are merged with short blades into blades, which all stab and do not riposte.

Slings and the slings skill.

Scythes. Sigmund and Reapers are weaponless and get AF_REACH instead.

Poison magic. Some of the spells are retained in other spell schools.

The conjurations school and the conjurer background. Many of the pure conj spells live on elsewhere.

Energy randomization.

Paralysis from stat zero. Other penalties of stat zero still apply.

Not being able to train skills. You can train whatever you want, regardless of your inventory items.

Picking up ammo that you fired. It always mulches instead. Ammo drops are increased to compensate. Ammo-consuming spells take more ammo to cast.

THINGS I WILL DO IN THE FUTURE, IF I AM ELECTED SUPREME TAVERN PRESIDENT

remove more experience and dungeon levels

remove all the consumables that Tavern thinks are overpowered

generate lair-like levels in late dungeonMISSION COMPLETE

remove a bunch more monsters

remove or nerf a bunch of op spells

remove a bunch of pointless spells

revert "Hellfire -> Damnation"

remove foodMISSION COMPLETE

remove player ghostsMISSION COMPLETE

more memes

a whole bunch of amazing ideas I havent even thought of yet (patches welcome)

You can check out my fork at https://github.com/Hellmonk/hellcrawl. I will keep working on it until I get bored. Feel free to post your best ideas in here, and if they are not totally stupid and I can implement them with my "local community college compsci freshman with brain-eating amoeba" level of coding ability I will probably do it.

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I've been coding RPG-related crap for the last few weeks and am totally in the zone. If you want to put some original vaults in, I'm willing to design some. And, I got a 'bot that knows monsters by name/depth/stats, it pits 'em together in Arena mode. We could adapt it to make up vaults that were appropriate for an area. Here's a "typical Dungeon floor" it just created:

Agreed that toxic radiance is excellent right now, but it needs lots of space and turns to kite any bag of hp. In any case, this isn't the thread for this discussion, so let's agree to disagree, and i'll repeat suggestion:- add ignite poison to poison start book (if won't do try to find a fun lv2 spell to add in there, poison start is hard to enjoy more then very few times)

Also I had forgot another important suggestion earlier:- remove traps (i just had an awfully unlucky (but very funny for spectators) trap death while walking over known "safe" terrain to reach an upstairs to rest, stepping in a previously unfound zot trap, getting cast into the abyss, getting found by lightning dogs while trying to rest, getting temporary mutation no regeneration while escaping dogs waiting for teleport to kick in, teleporting in another pack of lightning dogs, dying)

+1 for removing traps, it's in the same "fun" category as player ghosts.

Ignite poison would be too powerful in VM starting book since it has Mephitic Cloud also. I remember I had a game where I got Poison Breath mutation (as Na of course) and had Ignite Poison early, that was hilariously OP.

dpeg wrote:Baldu: That story sounds very much like an advertisement for traps!The bad part is that "safe space" bit, but that can be fixed without throwing away traps.

Some theory.I autoexplore into opening a door, centaur shoots at me with arrow of dispersal, I get blinked adjacent to Sonja with dagger of chaos, she hits me, I get paralyzed and die. Is it fun? Definitely yes. Is it good for the game? I am not sure.

Can we get a special "Duvessa" branch?-Spawns between D:1 & D:3- Area is a long straight hallway filled with jackal packs and gnolls equipped with maces of draining- "Boss" is a Cacoderm named Nawod that malmutates 90% more often while saying "Use tactics to avoid bad mutations!"

infinitevox wrote:Can we get a special "Duvessa" branch?-Spawns between D:1 & D:3- Area is a long straight hallway filled with jackal packs and gnolls equipped with maces of draining- "Boss" is a Cacoderm named Nawod that malmutates 90% more often while saying "Use tactics to avoid bad mutations!"

The mention of Duvessa has reminded me of other important removals:- Remove monster invisibility- Remove allies (Watered-down version: remove all permanent allies)- Remove reaching (or at least remove it for monsters (or at least arrange things so that every monster type either always has reaching or never does))

Found the problem, am working on it (the problem is I don't know what I'm doing and missed a bunch of stuff in mon_pick).

E: I think it's fixed, sent chequers a pm on irc to update the build. Also removed merfolk avatars and worms. There's a reason I put incompetence as a feature in the op. It's not just a meme, it's a promise!

After clearing Vaults 1-3 and Elf 1-3 the game started to feel easier, maybe decrease Depths and Zot to 4 floors too? I bought two potions of experience after clearing Depths 3 (went from XL 24 to 26) so it was like a normal game after that.

VeryAngryFelid wrote:After clearing Vaults 1-3 and Elf 1-3 the game started to feel easier, maybe decrease Depths and Zot to 4 floors too? I bought two potions of experience after clearing Depths 3 (went from XL 24 to 26) so it was like a normal game after that.

Yeah, I think more cuts will happen eventually. I want to reform/remove some consumables and spells first, maybe tweak some monster sets as well. I'm considering the single sbranch rotation idea proposed in this thread and possibly removing a floor from elf as well. Still lots of potential places for cuts. How long did your game take compared to your typical turncount/real-time in crawl?

I tried this. It's kind of nice. You might want to look at mid-dungeon spawns. Too many junk monsters, a little too much experience lost without lair, but a lot closer to the right level than with lair. Only one lair branch would be good too.

e2: Also gnolls past like d:6, not so good. Maybe try vanilla merfolk with one fancy merfolk to replace the gnoll shaman/sergeant packs. Probably orc high priest/sorceror + warrior packs would be good replacements for the kobold demonologist + random kobolds packs too.

Last edited by goodcoolguy on Wednesday, 21st September 2016, 14:29, edited 1 time in total.

You could already get less XP and fewer consumables if you played Mummy, so you're not getting much new in that regard if you're playing MiBe or something. The bigger benefit here, I think, is reducing the repetitiveness of fighting the same monsters too many times with the same character, which makes you become bored with your build.

While fighting the same monsters less times is useful, main benefit for me is increased difficulty due to reduced XP and items (both consumables and gear). I felt really underpowered in late Dungeon, Orc, Lair branches, Vaults 1-3, Elf, early Depths and that's with rather powerful combo. I felt ok in late Depths, Vaults 4 and Zot.

Any advice on compiling under windows? I have tried all of the compiling methods under install.txt and they all failed. Visual stuidio is telling me it couldn't load the solution when building dependencys and the others seem to be complaining about a lack of DeJaVu fonts.

Congrats Sandman25/FuriousCat. Only online win so far for hellcrawl, I think?

Possible issue with uniques placement. I ran into a floor with at least 4 uniques (Josephine, Nessos, Rupert, and Blork in Orc:2). I'm pretty sure the same thing can happen in regular crawl, but I'm wondering if it's more common in hellcrawl because of fewer places that some uniques can generate.